The Role of Games in Different Eras
Investigating traditional games played indoors and outdoors, comparing them to modern digital games.
About This Topic
Exploring the role of games in different eras helps Year 1 children understand changes within living memory, a key aspect of KS1 History. Students investigate traditional outdoor games like hopscotch, tag, and skipping, alongside indoor games such as spillikins or draughts. They compare these to modern digital games on tablets or consoles, noting differences in equipment, rules, and social interaction. Through this, children answer questions about past and present play, preferences, and reasons for changes, such as technology and space availability.
This topic connects history with personal experiences, fostering skills in chronological understanding, comparison, and evidence-based discussion. Children learn that games reflect eras: simpler materials in the past versus screens today. Group sharing of family stories adds relevance, building empathy for past children's lives.
Active learning suits this topic perfectly. When children physically play traditional games or act out digital ones without screens, they grasp differences through direct experience. Role-playing eras or debating preferences in pairs makes abstract change tangible and sparks lively, memorable discussions.
Key Questions
- What games do children play outside today, and what games do you think children played outside long ago?
- How are games you play on a screen different from games you play outside?
- Which do you prefer , playing outside or playing on a screen , and why?
Learning Objectives
- Compare traditional games played by children in different eras with modern digital games.
- Identify changes in the types of games played over time, referencing family members' experiences.
- Explain how technology has influenced the nature of children's games.
- Classify games as indoor or outdoor based on their requirements and typical play setting.
Before You Start
Why: Students need a basic understanding of the concept of 'past' and 'present' to compare games from different times.
Why: Students must be able to describe their own experiences and listen to others to share information about games and preferences.
Key Vocabulary
| Traditional Games | Games that have been played for a long time, often without electronic devices, using simple equipment or just imagination. |
| Digital Games | Games played on electronic devices like computers, tablets, or game consoles, often involving screens and controllers. |
| Indoor Games | Activities played inside a building, typically requiring less space and often involving smaller equipment or board games. |
| Outdoor Games | Activities played in an open space outside, usually requiring more room to move and often involving physical activity. |
| Living Memory | Events or experiences that people alive today can remember or have heard directly from older relatives. |
Watch Out for These Misconceptions
Common MisconceptionGames from the past were not fun or exciting.
What to Teach Instead
Many children assume old games lacked thrill due to simple props. Playing them actively reveals joy in movement and invention. Group rotations let peers cheer successes, shifting views through shared laughter and energy.
Common MisconceptionDigital games are always better than traditional ones.
What to Teach Instead
Students often favour screens without trying alternatives. Hands-on stations expose physical benefits like fresh air and teamwork. Debates in pairs help articulate balanced preferences, using evidence from play.
Common MisconceptionAll games have stayed the same over time.
What to Teach Instead
Children may think rules never change. Timeline walks with mime comparisons highlight evolutions, like tag variants. Collaborative charting corrects this by pooling family evidence.
Active Learning Ideas
See all activitiesStations Rotation: Traditional Game Stations
Set up stations for hopscotch (chalk outlines), tag variants, skipping ropes, and spillikins with sticks. Groups rotate every 10 minutes, playing each game and noting rules on clipboards. End with a share-out comparing to digital games.
Pairs Debate: Old vs New Games
Pairs list one traditional and one digital game they know, then debate pros and cons using sentence stems like 'Outdoor games need... but screen games...'. Switch partners midway for new ideas. Record key points on a class chart.
Whole Class Timeline Walk
Create a floor timeline marked 'Past' to 'Now'. Children add drawn or described games with dates from family input. Walk the timeline, pausing to mime games and discuss changes.
Individual Game Design Challenge
Each child designs a game blending old and new elements on paper, explaining materials and rules. Share in a gallery walk, voting on favourites.
Real-World Connections
- Toy historians and museum curators at the V&A Museum of Childhood in London research and preserve examples of toys and games from different periods to help the public understand how children's lives have changed.
- Game designers create new digital games for consoles like Nintendo Switch or PlayStation, considering how children play today and what might be popular in the future.
- Parents and grandparents share stories about games they played as children, such as marbles or hopscotch, providing firsthand accounts of play from before widespread digital technology.
Assessment Ideas
Show children pictures of different games (e.g., a tablet game, a skipping rope, a board game, a football). Ask them to sort the pictures into 'Indoor Games' and 'Outdoor Games' piles and explain their choices.
Ask students: 'Imagine you are talking to a child from 50 years ago. What game would you teach them? What game would they teach you? What would be the biggest difference you notice?'
Give each child a worksheet with two columns: 'Games I Play Now' and 'Games My Grandparent Might Have Played'. Ask them to draw or write one game in each column and one sentence explaining a difference between the two.
Frequently Asked Questions
How does this topic link to KS1 History standards?
What resources work best for teaching traditional games?
How can active learning help students understand changes in games?
How to address key questions on game preferences?
Planning templates for History
5E Model
The 5E Model structures lessons through five phases (Engage, Explore, Explain, Elaborate, and Evaluate), guiding students from curiosity to deep understanding through inquiry-based learning.
Unit PlannerThematic Unit
Organize a multi-week unit around a central theme or essential question that cuts across topics, texts, and disciplines, helping students see connections and build deeper understanding.
RubricSingle-Point Rubric
Build a single-point rubric that defines only the "meets standard" level, leaving space for teachers to document what exceeded and what fell short. Simple to create, easy for students to understand.
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